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pamuku420tyme
RedBerry Genocide
19
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Posted - 2013.09.10 18:30:00 -
[1] - Quote
So i was on my make shift scout with 153 over all health and of course it dies alot.... BUT i get on my heavy with 1047 over all health. My hmg needs to be reloaded so i start on the endless process of reloading it, when a redberry pops up. i switch to my advanced submachine gun. Mind you all that no other redberrys were presently around. The redberry starts to shoot before i started... and it killed my 1047 health heavy in 2 SECONDS. And what mysterious weapon of mass destruction killed me that quick? A D@MN MILITIA ASSAULT RIFLE. IT WAS A COMPLETE STARTER FIT SUIT. I would love to have someone try to explain how it is ive dumped so much d@mn SP into my character but no matter what i do the militia is still better then me? whats the point then to strive for proto gear if that much shield and armor is takin away by a starter rifle |
Heavy Breaks
Red Star. EoN.
247
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Posted - 2013.09.10 18:34:00 -
[2] - Quote
Broke game still broke.
It's ok GTA out in a week, then broke game be dead.
It makes me sad but thems the breaks. |
Jade Hasegawa
Intrepidus XI EoN.
104
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Posted - 2013.09.10 18:35:00 -
[3] - Quote
Probably someone with a lot of SP in proficency and the aim assist on, plus the improved hit detection |
Salviatino Maiano
Pawns and Kings The Superpowers
6
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Posted - 2013.09.10 18:35:00 -
[4] - Quote
A sniper maybe? I laugh to myself when my squad mates are running free gear and taking on proto and i land a few shots in there so they get the kill. I understand your frustration and if this happens more often where you could eliminate any other damaging factors then you may want to raise hell. |
Iron Wolf Saber
Den of Swords
8232
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Posted - 2013.09.10 18:36:00 -
[5] - Quote
IRL, weapon fire from militia weapons hurt like hell still. |
Nemo Bluntz
TeamPlayers EoN.
629
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Posted - 2013.09.10 18:39:00 -
[6] - Quote
Iron Wolf Saber wrote:IRL, weapon fire from militia weapons hurt like hell still. Dust 514 is my favorite realistic tactical shooter. Its right up there with ARMA2
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pamuku420tyme
RedBerry Genocide
19
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Posted - 2013.09.10 18:40:00 -
[7] - Quote
So all this taught me is the game is worse off then i thought. CCP listened to the wrong f*cking people on these boards... they HAD a good game, and now are they are working together to dig the biggest hole they can to bury themselves.... it honestly is to bad. |
Maken Tosch
DUST University Ivy League
4081
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Posted - 2013.09.10 18:42:00 -
[8] - Quote
Jade Hasegawa wrote:Probably someone with a lot of SP in proficency and the aim assist on, plus the improved hit detection
It's really possible. Anyone who has invested all their SP on core skills only can put together a beastly little militia-fitted suit. That along with SP on proficiency skills that improve overall damage output of the weapon used. |
WhiskeyJack Otako
The Southern Legion The Umbra Combine
126
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Posted - 2013.09.10 18:42:00 -
[9] - Quote
This has been happening a lot we've noticed. Starter suits worn by players you've never heard of in NPC corps ripping up advanced and proto suits in no time whatsoever. 2-3 seconds and its over.
Starter fits taking out proto fits routinely, and all of a sudden after 1.4, tells me something is badly wrong here.
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Reav Hannari
Red Rock Outriders
1204
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Posted - 2013.09.10 18:43:00 -
[10] - Quote
You see that guy that killed you in the report. You don't see the guys that hurt you too. Several times this week I've been in what I thought was 1 v 1 and end up being killed by someone I didn't see. |
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Maken Tosch
DUST University Ivy League
4081
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Posted - 2013.09.10 18:47:00 -
[11] - Quote
pamuku420tyme wrote:So all this taught me is the game is worse off then i thought. CCP listened to the wrong f*cking people on these boards... they HAD a good game, and now are they are working together to dig the biggest hole they can to bury themselves.... it honestly is to bad.
Not true. The game was actually bad in 1.3.
Poor hit detection Too many AFKers (compared to now) Not that many faction contracts No functional aim-assist Graphics were needing improvement Maps were unbalanced
1.4 fixed most of that. Way better hit detection Not that many AFKers More faction contracts A functioning aim assist (still needs tuning) Graphics are much more crisp, clear, and load faster The new maps are well balanced to prevent snipers from dominating every match |
pamuku420tyme
RedBerry Genocide
19
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Posted - 2013.09.10 18:48:00 -
[12] - Quote
Iron Wolf Saber wrote:IRL, weapon fire from militia weapons hurt like hell still.
I love when CPMs come on here and always talk about real life... ok lets talk about real life...
1) holy sh!t nades kill people easily in RL 2) get a friend, on gets AR one gets MD fire at eachother and see which wins in RL 3) Whens the last time you used a Spawn Link in RL? 4) Please relate to me what a true RL forge gun is 5) Where is the closet CRU to your home?
i did that for 2 reasons.
1) A VIDEO GAME ISNT REAL LIFE 2) that had nothing to do with my post, i was wondering how its possible for a starter fit to take out a heavy in any aspect much less a tanked heavy... |
Lightning Bolt2
DUST University Ivy League
198
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Posted - 2013.09.10 18:49:00 -
[13] - Quote
hit detection improvements, aim assist, and cal assaults that complain that they can't 3-shot kill everything! |
WhiskeyJack Otako
The Southern Legion The Umbra Combine
126
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Posted - 2013.09.10 18:49:00 -
[14] - Quote
Reav Hannari wrote:You see that guy that killed you in the report. You don't see the guys that hurt you too. Several times this week I've been in what I thought was 1 v 1 and end up being killed by someone I didn't see.
While this is the case a lot of the time, we've been seeing it in places and engagements where it clearly 1v1 - enclosed spaces etc. enough for me to think its not the third party doing the damage and the starter suit getting the kill. |
WhiskeyJack Otako
The Southern Legion The Umbra Combine
126
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Posted - 2013.09.10 18:51:00 -
[15] - Quote
Iron Wolf Saber wrote:IRL, weapon fire from militia weapons hurt like hell still.
That's just dumb. You must be drunk.
Is the CPM meant to be trolling? |
bjorn morkai
Sanmatar Kelkoons Minmatar Republic
4
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Posted - 2013.09.10 18:54:00 -
[16] - Quote
Iron Wolf Saber wrote:IRL, weapon fire from militia weapons hurt like hell still.
How the hell did you get elected? Jesus christ. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
889
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Posted - 2013.09.10 18:54:00 -
[17] - Quote
Because not a single bullet missed. AR was always a tad overpowered, but now it can't miss anymore :c |
Medic 1879
Forsaken Immortals Top Men.
1035
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Posted - 2013.09.10 18:55:00 -
[18] - Quote
pamuku420tyme wrote:Iron Wolf Saber wrote:IRL, weapon fire from militia weapons hurt like hell still. I love when CPMs come on here and always talk about real life... ok lets talk about real life... 1) holy sh!t nades kill people easily in RL 2) get a friend, on gets AR one gets MD fire at eachother and see which wins in RL 3) Whens the last time you used a Spawn Link in RL? 4) Please relate to me what a true RL forge gun is 5) Where is the closet CRU to your home? i did that for 2 reasons. 1) A VIDEO GAME ISNT REAL LIFE2) that had nothing to do with my post, i was wondering how its possible for a starter fit to take out a heavy in any aspect much less a tanked heavy...
^ Prepare to find out that CPM duties have driven IWS insane. I have heard he thinks his bed is a CRU and everytime he wakes up he assumes he is a new clone. He also goes everywhere in full body armour and never takes it off. It is also rumoured that he saw someone using an ATM and screamed "He's hacking the point." and beat an OAP to death with a shoe.
So he may answer your questions honestly as in his mind we are in new eden, for the sake of his remaining sanity just nod smile and alert the nearest medical professional he has gone off his meds.
It is also well known that due to the high demands of the CPM Nova Knife actually believes he is a Nova Knife now and spends all day in his sheath wondering why no one uses him.
Its best not to even think about the other 3. (mainly because I have ran out of non-sense) |
Kage Roth
Wolf-Monkey Bastards
76
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Posted - 2013.09.10 19:00:00 -
[19] - Quote
Base/militia AR (before bonus damage) does 425 DPS. It can pump out over 1500 damage before you have to reload it. If you have a damage mod, any points in the AR spec skill or get any head shots you just increase the damage it can do. And with hit detection actually detecting the shots this is very much possible.
Edit: Because of clip size difference, the militia does 1564 damage per clip and the basic AR does 2040. |
Flux Raeder
WarRavens League of Infamy
228
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Posted - 2013.09.10 19:04:00 -
[20] - Quote
This is working as intended. As said previously the player was undoubtably running a militia suit w/ damage mods and/or high core skills. CCP has stated time and time again and players have asked for time and time again that the level of difference between tiers will be reduced of remove entirely. What it will and should come down to are how skilled YOU are and how wisely you have invested your sp.
Prototype - militia is an artificial and seemingly unintended buffer that was implemented as a temporary reward system until a better and more logical one can be devised.
Fact is, if they were as close as you said they were (within optimal range of smg), taking into account the improved hit detection, the likelihood they have been playing awhile (based on the dmg output I would say very likely), and the possibility of aim assist, they probably landed every bullet.
Going by the numbers, almost any weapon in game would kill you within that time frame, especially if you factor in the possibility that they were firing at your head.
Basically, the only reason anyone would disagree with this is if they are a protostomper, in that case I have nothin more to say to them, I am fully proto but still run militia on a regular basis and generally **** off the other team very much to their frustration and my enjoyment. |
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Reav Hannari
Red Rock Outriders
1205
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Posted - 2013.09.10 19:16:00 -
[21] - Quote
WhiskeyJack Otako wrote:While this is the case a lot of the time, we've been seeing it in places and engagements where it clearly 1v1 - enclosed spaces etc. enough for me to think its not the third party doing the damage and the starter suit getting the kill.
Sure. Let's say you fight a merc that has spent 1 million SP into AR. If they have AR Proficiency 3 (not counting resistances) rounding for simplicity:
Militia Assault Rifle: 34 x 1.09 = 37 damage per round x 48 rounds = 1776 damage per clip. 12.5 rounds per second = 462 HP/s. Just over two seconds to take down a Heavy. Maybe three with resistances. Not even a full clip.
GEK-38: 35.7 x 1.09 = 39 x 60 = 2340 per clip. 12.5 x 39 = 487 HP/s. Not a huge difference but could mean the difference between winning and losing.
Duvolle: 37.4 x 1.09 = 41 x 60 = 2460 per clip. 12.5 x 41 = 512 HP/s. About a bullet and half better per second than militia for a whole lot more money and fitting.
Some combination of hit detection and aim assistance means that more of those rounds are landing on target. A Heavy has a nice fat hit box which makes them easy targets too. I've had plenty of fights in 1.4 where both of us are actively trying to avoid being hit and with quite a bit of success so I disagee with the aimbot claims. If either party ends up reloading then not all shots landed considering the potential damage per clip.
Still, Time-To-Kill is much shorter if you are face to face with your opponent. I think the game is finally working as CCP intended. |
Reav Hannari
Red Rock Outriders
1205
|
Posted - 2013.09.10 19:16:00 -
[22] - Quote
Kage Roth wrote:Base/militia AR (before bonus damage) does 425 DPS. It can pump out over 1500 damage before you have to reload it. If you have a damage mod, any points in the AR spec skill or get any head shots you just increase the damage it can do. And with hit detection actually detecting the shots this is very much possible.
Edit: Because of clip size difference, the militia does 1564 damage per clip and the basic AR does 2040.
Beat me to it. I took too long to type. |
WhiskeyJack Otako
The Southern Legion The Umbra Combine
126
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Posted - 2013.09.10 19:31:00 -
[23] - Quote
Reav Hannari wrote:WhiskeyJack Otako wrote:While this is the case a lot of the time, we've been seeing it in places and engagements where it clearly 1v1 - enclosed spaces etc. enough for me to think its not the third party doing the damage and the starter suit getting the kill. Sure. Let's say you fight a merc that has spent 1 million SP into AR. If they have AR Proficiency 3 (not counting resistances) rounding for simplicity: Militia Assault Rifle: 34 x 1.09 = 37 damage per round x 48 rounds = 1776 damage per clip. 12.5 rounds per second = 462 HP/s. Just over two seconds to take down a Heavy. Maybe three with resistances. Not even a full clip. GEK-38: 35.7 x 1.09 = 39 x 60 = 2340 per clip. 12.5 x 39 = 487 HP/s. Not a huge difference but could mean the difference between winning and losing. Duvolle: 37.4 x 1.09 = 41 x 60 = 2460 per clip. 12.5 x 41 = 512 HP/s. About a bullet and half better per second than militia for a whole lot more money and fitting. Some combination of hit detection and aim assistance means that more of those rounds are landing on target. A Heavy has a nice fat hit box which makes them easy targets too. I've had plenty of fights in 1.4 where both of us are actively trying to avoid being hit and with quite a bit of success so I disagee with the aimbot claims. If either party ends up reloading then not all shots landed considering the potential damage per clip. Still, Time-To-Kill is much shorter if you are face to face with your opponent. I think the game is finally working as CCP intended.
Mate, I'm fully skilled in armour and shield, maxed out AR and 5 other weapons and and have been playing since CB. When 26 million sp says something is different and bad, maybe you should put your math away and listen.
Here it is: theoretical dps is always better than actual dps. While your numbers are pretty, they do not describe the mechanics of the issue at hand.
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Beck Weathers
High-Damage
40
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Posted - 2013.09.10 19:36:00 -
[24] - Quote
TTK has been taken out back and put down. A scout is made of tisue paper, and heavys are just slightly beafyer than a logi.
Whoever starts shooting first wins, and no, all you "get in cover" idiots are just ignorant, because if you can shoot them you can be shot back, the Aim assist sticky will lock onto just your head or arm just as well as your entire body. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3133
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Posted - 2013.09.10 19:38:00 -
[25] - Quote
So you couldn't just completely shrug off his weapon fire and lol at him? Forgive me if I don't gasp in horror. |
THEAMAZING POTHEAD
Pure Innocence. EoN.
349
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Posted - 2013.09.10 19:50:00 -
[26] - Quote
he hit every shot because you're a giant slow heavy and its close range. what do you expect, to be able to survive a full AR clip? its called balance, everyones easy to kill. just because someones in MLT gear doesn't mean they should lose every 1v1 to a proto. especially not to one that takes 2 seconds to realise hes being shot & switch to an smg. |
Reav Hannari
Red Rock Outriders
1207
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Posted - 2013.09.10 19:51:00 -
[27] - Quote
WhiskeyJack Otako wrote:Mate, I'm fully skilled in armour and shield, maxed out AR and 5 other weapons and and have been playing since CB. When 26 million sp says something is different and bad, maybe you should put your math away and listen.
Here it is: theoretical dps is always better than actual dps. While your numbers are pretty, they do not describe the mechanics of the issue at hand.
I'm a closed beta vet with only 21 million SP. Probably due to work getting in the way. I guess my opinion isn't worth as much. Can we finish the epeen waving and move on with more analysis?
We have to start with numbers before we can judge what is wrong otherwise we're just talking about squishy feelings. Wolfman kept saying we should wait until 1.4 before suggesting rebalance on anything. He knew changes to hit detection and aim assist would change the game. If a player can apply the majority of the maximum damage of a weapon then TTK is going to be below three seconds for any engagement. I agree that seems short but maybe CCP wanted it to be faster and more brutal than it had been.
So, how do you suggest that we fix it?
Does it need to be fixed?
Should CCP scale back aim assist? Should players miss more than they currently are?
Should AR damage output be reduced? How much? What about other weapons?
How short should TTK be in theory, in an optimal situation? I think this may be the key question. How long should a 1 versus 1 engagement last if the players have no cover? 3 seconds? 5? 10?
I'm sure there are more questions we can ask about the current situation and I encourage it. I've considered doing charts comparing maximum weapon damage at a variety of ranges but CCP still hasn't delivered range data which makes it difficult. I'd like to see if the AR should be the king of all engagements or if we are just meeting in its optimal all the time. I have prototype in SMG and it shreds people in close range too. |
Reav Hannari
Red Rock Outriders
1207
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Posted - 2013.09.10 19:55:00 -
[28] - Quote
Beck Weathers wrote:TTK has been taken out back and put down. A scout is made of tisue paper, and heavys are just slightly beafyer than a logi.
Whoever starts shooting first wins, and no, all you "get in cover" idiots are just ignorant, because if you can shoot them you can be shot back, the Aim assist sticky will lock onto just your head or arm just as well as your entire body.
Cover doesn't have to be 100% to help reduce incoming damage and you don't have to stick your head out for 2 seconds each time. I've had a fair number of encounters where people were smart and did use cover. The fights were still short but were determined by who managed to use cover better in between bursts of fire. I run a 500 to 600 HP hybrid tank on a cheap Minmatar Logistics suit and I can still win gun fights by not being an idiot. If I'm caught in the open then its down to the one or two seconds to see who burns through tank faster.
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WhiskeyJack Otako
The Southern Legion The Umbra Combine
128
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Posted - 2013.09.10 19:58:00 -
[29] - Quote
Reav Hannari wrote:WhiskeyJack Otako wrote:Mate, I'm fully skilled in armour and shield, maxed out AR and 5 other weapons and and have been playing since CB. When 26 million sp says something is different and bad, maybe you should put your math away and listen.
Here it is: theoretical dps is always better than actual dps. While your numbers are pretty, they do not describe the mechanics of the issue at hand. I'm a closed beta vet with only 21 million SP. Probably due to work getting in the way. I guess my opinion isn't worth as much. Can we finish the epeen waving and move on with more analysis? We have to start with numbers before we can judge what is wrong otherwise we're just talking about squishy feelings. Wolfman kept saying we should wait until 1.4 before suggesting rebalance on anything. He knew changes to hit detection and aim assist would change the game. If a player can apply the majority of the maximum damage of a weapon then TTK is going to be below three seconds for any engagement. I agree that seems short but maybe CCP wanted it to be faster and more brutal than it had been. So, how do you suggest that we fix it? Does it need to be fixed? Should CCP scale back aim assist? Should players miss more than they currently are? Should AR damage output be reduced? How much? What about other weapons? How short should TTK be in theory, in an optimal situation? I think this may be the key question. How long should a 1 versus 1 engagement last if the players have no cover? 3 seconds? 5? 10? I'm sure there are more questions we can ask about the current situation and I encourage it. I've considered doing charts comparing maximum weapon damage at a variety of ranges but CCP still hasn't delivered range data which makes it difficult. I'd like to see if the AR should be the king of all engagements or if we are just meeting in its optimal all the time. I have prototype in SMG and it shreds people in close range too.
Fair enough, stowing epeen. The point I was attempting to make is that the available numbers on the weapons and AA are not the full picture. Lacking the full model, all we can do is speculate and rely on anecdotal evidence.
If a starter fit gets the drop on me I die before I can react. If I get the drop on a starter fit I figure my odds are about 50-50. I'm not the greatest player, but I'm better than that....or was. |
Reav Hannari
Red Rock Outriders
1207
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Posted - 2013.09.10 20:05:00 -
[30] - Quote
WhiskeyJack Otako wrote:Fair enough, stowing epeen. The point I was attempting to make is that the available numbers on the weapons and AA are not the full picture. Lacking the full model, all we can do is speculate and rely on anecdotal evidence.
If a starter fit gets the drop on me I die before I can react. If I get the drop on a starter fit I figure my odds are about 50-50. I'm not the greatest player, but I'm better than that....or was.
Thanks.
OK, I think you've hit the true OP/FOTM item in Uprising 1.4: the Active Scanner. If you know where the enemy is then you can setup the encounter to your best advantage. It doesn't matter if they are running full proto or militia. I run lone wolf and use the scanner. I know when to run from blobs and where individuals are so that I'm ready to shoot when they appear. If I'm jumped because it took me took long to kill someone then I'm dead.
Combat awareness now trumps gear in almost every case.
I guess the next question is should a person consider themselves dead if surprised? Shouldn't shields and armor give them at least a little reaction time? |
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